Several Open Word levels within a persist level

I was doing some tests to see if Open Word levels can be placed within a persist level, to move between worlds without a loading screen, it doesn’t give me errors and allow me but the objects that are in the open wordl are not seen when I am in the persist level
Am I supposed to be able to function?

Probably need to enable world origin shifting and set things up properly.

A persistent level is essentially open-world (realize that open world means absolutely zilch, poppycock word for “normal” as opposed to Linear gameplay, where ■■■■ is walled off so you can load bits at the door - god of war is king of doing this).

You cannot (afaik) include a presistent level within a persistent level.

But any other level can be contained inside persistent and set to load in/out based on distance from player.
Be it using the old world partition layer system, or using the new engine’s level layer system.

Thanks for responding, there are so many names that it’s a mess hahaha and I don’t think I have explained myself well.
When I refer to open worlds I wanted to refer to maps with World Partition

My current game I use a persistent map and several levels and I transition between them through tunnels but now I wanted to test for something much bigger for another game

I was imagining that you could put the (spaceship, ship, or doctor who’s blue box police) in the persistent level, and you could move between completely different worlds and biomes that use world partitions without loading screens
image

You can / always could.
You just can’t set these up as individual levels.
I mean, you could (and probably should to split work up with a team), but they are movable objects so its a little more complex.

I would just create an actor that loads other actors to be honest. Or just levarage the level layer system (or whatver that’s now called?)

Tunnels imply different heights but same X/Y
That won’t really work on world partition since its all dependent on X/Y and ignores Z.

Often times, a manually crafted octohedral loading system is going to perform much better for spawning stuff (even levels or level like actor instances) in…